[MERGED] Enable reactions in mobs

How, what and why to code in BYOND.
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Enable chemical reactions in mobs?

Yes
20
30%
Yes
20
30%
Yes
20
30%
Requires Revision
0
No votes
Requires Revision
0
No votes
Requires Revision
0
No votes
No
2
3%
No
2
3%
No
2
3%
Abstain
0
No votes
Abstain
0
No votes
Abstain
0
No votes
 
Total votes: 66

ACCount
Joined: Fri Jul 04, 2014 2:41 pm
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[MERGED] Enable reactions in mobs

Post by ACCount » #20560

Exactly what it says on tin. Reactions in mobs are disabled now. Enable or not?

There is NO bubbles message from reactions in mobs. 50u water + 50u potassium in mob is NOT instagib. Chemistry works in mobs just like in any other reagents container.

PR for enabling: https://github.com/NTStation/NTstation13/pull/852
Last edited by ACCount on Wed Aug 20, 2014 1:20 am, edited 1 time in total.
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Tokiko2
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Re: [POLL] [PR] Enable reactions in mobs

Post by Tokiko2 » #20572

I voted yes on this!

Might complicate medicine for doctors a bit, but I actually consider that a good thing. Good potential for creative traitoring and other science stuffs!
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Re: [POLL] [PR] Enable reactions in mobs

Post by Cipher3 » #20634

So just to be clear, this PR, if merged, will make it so that pouring different chemicals which react to eachother down your throat will then react inside you?
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miggles
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Re: [POLL] [PR] Enable reactions in mobs

Post by miggles » #20720

adding reagents to a mob through any means will cause them to react to other reagents inside of the mob
humans have 1000u of chemical storage in them
drinking reagents is one way to add to that storage
so yes
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Bluespace
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Re: [POLL] [PR] Enable reactions in mobs

Post by Bluespace » #20721

Is there any way to take the reagents back out?

Would love to be able to store DD inside myself.
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Malkevin

Re: [POLL] [PR] Enable reactions in mobs

Post by Malkevin » #20743

Jump in the gibber, your meat will contain the reagents.

By the way, inaprov + anti-tox = tricord.
Now imagine you have a critical patient that someone has pumped 20 inaprov into, and the reason they're in crit is due to tox damage from poison. And now imagine that the chemists were lazy/incompetent (hard to fathom I know) and didn't make any dex plus.
Have a think about that.
ACCount
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Re: [POLL] [PR] Enable reactions in mobs

Post by ACCount » #20746

Now imagine you are a competent medic/CMO and got at least one dex pill from o2 medkits. You feed critial patient dex and antitox pills, they now have dex, tricordrazine and a bit of antitox in their blood. Dex brings oxydamage to 0, antitox removes posion and heals some tox damage, tricordrazine heals a bit more tox damage. Patient saved!
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Re: [POLL] [PR] Enable reactions in mobs

Post by as334 » #22032

Oh god, this is amazing. Time to use this for elaborate poisoning action.
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Re: [POLL] [PR] Enable reactions in mobs

Post by lumipharon » #22253

time to have 6 chem implants in my head and be a walking bomb cap.
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